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In addition to clearing up any remaining bugs this upcoming week we are going to start a small series of other changes aimed at making the gameplay better, more balanced, and also more welcoming to new players.

Infra Research Diminishing Return
The shortest one will come within a matter of days, and will be a diminishing return to the effectiveness of infrastructure research levels. In an effort to allow people to spend their turns on other things and give new players a chance to become competitive in a reasonable time frame we will be reducing the effect each level of infra research has on your income progressively. Early levels (less than 150) will have about the same effect they do now, but as you climb to 300 and above each one will provide less value overall.

Mission and Free Systems Revamp
After that we will be revamping missions to be both more helpful to new players (actually providing helpful info as opposed to forcing you through a series of relatively meaningless tasks) and also less restricting. For example missions that require a certain type of infra research will be changed to allow any type of infra to be acceptable. Within this we would also like to balance the races system rewards a little better so each race has a decent chance at 10 systems with a reasonable System Defense amount.

This will come with some changes to the modifiers for free main systems (ex Eden for tax, Farm for Agri) to make them slightly more competitive, so as not to force new players into a DNA situation or being forced to buy a system just to have a decent main. The revamped new player tutorial will hopefully help new players pick up the general elements of the game quickly and also increase player retention.

Overmind Project Changes
We recently nerfed the light class build rates by 50%, but are also aiming to make some other changes to make Overmind`s competitive for both attackers and defenders. This will include some new OM effects, revamped rewards and some changes to attacking and defending OM`s. More to come on this shortly.

Income and Empire Level
We`re currently working out some changes to income that will allow other income types besides tax to be viable. This will of course have to come with a change to how empire level functions so as to not require population to be able to use your projects. This will also come with `passive mining` where you will no longer need to use turns to generate minerals/ore. They will be passively generated by turn use similar to the other income/production types. Income diversity will help give the different races a more unique feel and allow for more player choice, and a more robust market. We will adjust resource caps as needed to help these viable.

Edited by Renegade on 2020-05-09
99+ day(s) ago
Are these updates done yet?
99+ day(s) ago
*patiently with dna to replay missions*
99+ day(s) ago
*Checks Calendar
99+ day(s) ago
I like what I see.
99+ day(s) ago
Mm this dat good stuff
99+ day(s) ago
Logging in once a day to spend turns on infra.... and then this. Haha.. no issues though as I`m not really that active. Change is good.
99+ day(s) ago
Woo! Can`t wait! *Grabs popcorn waiting for the butthurt to surface*
99+ day(s) ago

99+ day(s) ago
All sounds great, keep up the great work!

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